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Slum Progress

🕑 Added 2025-03-15 12:26:09 +0000 UTC
Slum Progress

Comments

cc4747

I'll see what I can do about alchemy (perhaps a secluded alchemist that can teach you the ropes and let you use their equipment in gratitude for something). In the meantime, I DID add a thing that's going to be an ,,entertainment" pretty much exclusive to slum only, though idk if I want to spoil that yet. 👀 Aside for that, some improvement on the mining success rate and its HP/MP cost(at least on the ores found in the wilderness, there will be also another optional location based around mining with its own variables and mechanics), as well as new fishing and digging spots that'll have a chance of better loot than the ones found in demo (those probably stay as they were). Also thinking of adding some X collectible things, with a major payoff if someone finds all of them. Could give a better incentive to search places thoroughly.

Simone

I've been thinking about it for a while but all of my ideas end up with fighting which isn't exactly the most engaging way to create a new mechanic, I do like the idea of some basic alchemy, maybe by using some mats sold by the herbalist back in the city of maybe found in the forest

AltGrrr

Apart from that, a cooking mechanic could be implemented (similar to drying fish but with more ingredients). It could be used on a campfire but please make it so that you don't have to light it up every time you cook a single dish.

AltGrrr

You could try to implement hunting, with enemies that have high evasion and (mostly) try to flee instead of fighting, with items that prevent them from escaping when used (the roots spell could have a similar use). Maybe it could be implemented that enemies tend to attack more if intimidation is low (could be balanced by making them do good damage). Other than that, maybe a couple footlicking events with daily respawn that allow us to get a couple extra cents in exchange for lower intimidation.


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